Difference between revisions of "Rules"
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You are allowed to alch or disassemble items as well as bury bones or scatter ashes, as long as doing so does not take time away from your active task. This means you can alch or disassemble items on the fly. Banking takes time away from your active task, so banking bones or ashes for later use on altars or the Ectofuntus is not allowed. | You are allowed to alch or disassemble items as well as bury bones or scatter ashes, as long as doing so does not take time away from your active task. This means you can alch or disassemble items on the fly. Banking takes time away from your active task, so banking bones or ashes for later use on altars or the Ectofuntus is not allowed. | ||
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+ | ==== Invention ==== | ||
+ | |||
+ | Preface: Contrary to most other skills, Invention is locked less to tasks due to the passiveness of its training methods. This does not, however, mean that you can make full use of it as soon as it has been unlocked. On your Dashboard, there is a section called unlocks, with a category named "Invention". If you expand that category you will see that after completing the first task for Invention, you're allowed to disassemble items at will. This does NOT, however, include augmented, leveled up items. Going down the list, you're slowly allowed to keep stock of divine energy (essential to utilizing Invention) in both your Charge pack and in the Generator in the Invention guild. | ||
+ | |||
+ | You can use augmented, perked up gear, weapons and tools as soon as you unlock Invention - no restrictions to their use, but you can't disassemble nor siphon them, unless your active task requires Invention experience. | ||
+ | |||
+ | When training your Invention level on an active task requiring Invention experience, you're allowed to research blueprints, level up augmented weapons and armour, and disassemble/siphon these. You're not allowed to do "Skillvention", the act of using augmented tools and D/A or Siphoning these, for your active Invention tasks. Furthermore, normal ruling applies to doing combat for Invention experience, meaning that you must avoid monsters with drops that complete other tasks, as well as awarding experience in non-combat stats. This rules out vyres, unfortunately, as they - alongside a healthy amount of Prayer experience which is OK - give Firemaking experience. Creatures such as Abyssal demons, however, are alright if you have already obtained their more common unique (the Abyssal whip). | ||
+ | |||
+ | Pay attention to your unlocks - towards the end of the Hard tier you're allowed to disassemble augmented items at will, and in the Elite tier you'll be allowed to siphon them, too. | ||
== Definitions == | == Definitions == | ||
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== History == | == History == | ||
{{UH| | {{UH| | ||
+ | {{UE|25th January 2021|* Added section on Invention specific rulings.}} | ||
{{UE|1st January 2021|* Once again re-synchronised rules from the Taskman website.}} | {{UE|1st January 2021|* Once again re-synchronised rules from the Taskman website.}} | ||
{{UE|16th November 2020|* Re-synchronised with rule changes from the Taskman site.}} | {{UE|16th November 2020|* Re-synchronised with rule changes from the Taskman site.}} | ||
{{UE|24th June 2020|* Rules page brought back into alignment with the Taskman site.}} | {{UE|24th June 2020|* Rules page brought back into alignment with the Taskman site.}} | ||
}} | }} |
Revision as of 12:45, 26 January 2021
Note: These rules may not be up to date. If in doubt, please visit the official rules page.
Contents
- 1 Rules of the Taskman Challenge
- 2 Definitions
- 3 Notes
- 4 History
Rules of the Taskman Challenge
1. Stick to your Task
Work towards your active task[1].
While working towards it, you are not allowed to work towards uncompleted tasks, if this can be prevented (it most often can). Avoid gaining experience in skills unless it’s strictly necessary. Do not go out of your way to obtain items other than those required for your active task.
2. Valid Training Methods
When working towards your active task, any method granting direct experience in a skill you need to level up for your active task, and that is not locked[2], can be used.
If a training method or activity has tasks to obtain uniques from it, it should generally be avoided. Exceptions to this are the unlocks[2], or if ALL the uniques obtainable, which you have not yet obtained, have a base drop-rate (drop-rate lowering thresholds do not affect this rule) at or above 1/2500. In some cases, an activity might have a drop-rate for an item that furthermore has a drop-rate for an item (fishing for big bass: 1/1k bass, but 1/8k fish at big net spot).
Some activities reward you with currencies that can be spent in various reward shops (e.g., Smithing in the Artisan’s Workshop, playing Cabbage Facepunch Bonanza).Those methods are viable training methods, as long as the currency is not spent (if you spend it, it must be on consumables[3] or non-task items).
3. Passive Tasks
To roll tasks from a new tier, you must first complete all tasks within your current tier. Furthermore, a number of passive tasks must also be completed to progress.
Tier Progression
Number of passive tasks needed for progression between tiers:
- Beginner to Easy: 5 tasks in total
- Easy to Medium: 20 tasks in total
- Medium to Hard: 50 tasks in total
- Hard to Elite: 100 tasks in total
- Elite to Master: 175 tasks in total
- Master to Legendary: 300 tasks in total
- Legendary to God: 500 tasks in total
Minigames
Minigames which grant no experience or solely combat experience, can be participated in whenever. Minigames awarding experience in any other skills than combat, can only be participated in when your active task requires you to level up said skill.
Time-Gated Tasks
Most of the time-gated activities are D&Ds doable only once a week/month. Some of them can only be participated in, when your active task requires the experience which participation grants, while others can be participated in whenever they are available. The passive tier tasks related to the activities can be bought whenever you have enough of the appropriate currency.
Assembly
Assemblies are usually final items created from several items obtained throughout the tiers. Since these components are already guaranteed through tasks, the assembly can be done whenever all the materials have been obtained. Any experience gained during the assembly process can be ignored.
4. Time-Gated Tasks in the Active Tiers
Most tasks with inherent time-gates[4] are located in the passive tier, but there are some exceptions. When you do get time-gated by an active task, complete all the parts of your task that you can do. If you still cannot proceed, you are allowed to mark the task complete, granted you return to and finish it as soon as possible. We do invite you to post a picture in #picture-proof on our Discord showing the time gate and the task when completed.
5. Group PvM Activities
You are allowed to do PVM content with other Taskmen, if they also have the same task.
Lootshare is allowed. If you're going with a Taskman in the same tier as you, there are no gear-restrictions. If you're going with Taskmen outside of your current tier, weapon tier, as well as Prayer and Herblore benefits should reflect whoever has the lowest (within 5 tiers). The same applies when going with other players outside of the Taskman Community.
You are allowed to help other Taskmen obtain uniques from the following bosses if you meet the criteria below: the Dragonkin Laboratory, Shadow Reef, Temple of Aminishi, Kalphite King, Nex, Rise of the Six, Solak, Nex: Angel of Death and Vorago.
To be allowed to help other Taskmen do group content, without having an active task yourself, you must have unlocked the reaper portal of the relevant boss through tasks and have at least 1 task for a unique from the relevant boss left in your current tier.
Note that if you no longer meet the criteria above, because you obtained a unique item, for example, you must abandon the group. From the Elite tier onwards, if doing group-bosses with players outside the taskman game-mode, you are allowed to finish the instance in order to prevent being blacklisted by the various PvM clans who offer help.
6. Effectivising your Active Task
Any type of item (including, but not limited to, potions, pouches, food, jewellery and bows) you have the level and the materials (raw or processed)[5] banked for, can be made when their use would benefit your active task, but only as many as the minimum your active task could require. The application of this rule ranges from creating super antifire potions on a QBD task, Lava titans on a Mining related task, food for combat-related tasks, or obtaining Invention components for perks benefiting your active task.
7. Item Acquisition
Most tasks require you to obtain one or more items in order to complete them. When acquiring an item, the following applies: Buy items from shops, before you get them as drops, but obtain items by killing before you start skilling. The items required fit roughly in 3 different categories, being buyable, dropped and crafted items. If a task specifically states where to obtain an item, that is where you must go.
Buyable Items
Buyable items are items that can be bought from shops with the in-game currency Gold Pieces (GP). You are allowed to buy any item from any shop, as long as you have the money for it, and the shop unlocked. Some shops, of which the ones in the Warriors Guild are an example, remain locked until you roll an active task that opens up the area.
Dropped Items
Items that can be obtained by killing/defeating monsters/bosses are dropped items. Some of them are unique to a boss/race/monster and are usually present in completion logs. Others are required for tasks but obtaining them as a drop is not the only method. When this is the case, you should still prioritize obtaining the item as a drop, unless you have the materials and levels required to make the item already available to you or unless the item is rarer than 1/2500.
Crafted Items
When there are no other means of obtaining the item then crafting it, you are allowed to obtain the materials required for it, as well as gain the levels. Boosting your levels is allowed, but not always advised.
8. Quests
If a task requires you to start a quest, you are also allowed to finish it. Quests composed of multiple subquests, such as Dimension of or Recipe for Disaster, cannot be finished in their entirety - only the subquest. Experience lamp rewards are fair to use on any skill.
9. Clues
You are allowed to do what you gotta do for clue steps. This includes unlocking new areas, obtaining relevant emote-clue items, starting and, due to Rule 8, completing quests.
Master clues are an exception. Master clues have emote-steps that require items which are currently covered by other tasks. These include, but are not limited to:
- Demon Slayer gloves (Kal’gerion demons)
- Saradomin’s Murmur (Commander Zilyana)
- Any Boater (Medium or Master clues)
- Any Dragon mask (Hard, Elite or Master clues)
- Any Cavalier (Medium or Master clues)
- Berserker ring (Dagannoth Rex)
- Dagon’hai hat (Dagon’Hai Monks - if you have made the necromancer hat)
- Fire cape (Fight Caves - if you have sacrificed it for the Kiln)
When you roll an emote step requiring one of the items above, you get one shot at it. This means that you are allowed to do the relevant activity until you have received ONE unique from it. It does not matter whether the item is unique to your log or not - you can only get one. If you get the required item - awesome! If not, you’ll have to re-roll the clue, skip the step or downgrade the clue. You have one shot at the unique per time you roll the step.
10. Regarding Specific Skills
Skills are not all the same, and therefore cannot be handled equally. Some are Elite skills, some have content going up to level 120 and some are mostly passive. The variations and limitations coming with the Taskman mode result in even bigger differences between the skills. Therefore the following skills should be handled in a specific way:
Farming
The Farming skill is considered a passive skill. Nearly all methods granting experience happen over an IRL period of time. Therefore, training Farming is always allowed and can be done whenever. Some methods, however, are locked to tasks.
The Player-owned Farm and the Ranch out of Time have tasks for the tutorial and for the creation of pens. The farms can be utilized after completing these tasks. The animals, when they cannot be purchased from Potterington, are covered through active tasks and remain locked until you roll those. The animals you have obtained from the Trapper and those bought from Potterington can be used whenever.
Slayer
The Slayer skill has a lot of tasks, covering the entire Slayer log. Some of those tasks require you to "Obtain a unique item which has its drop-rate improved on Slayer assignments". If you are assigned a monster with a unique drop you have not already obtained, you are not allowed to skip it. If you're using VIP tickets and have the choice between two monsters, both of which you're missing a unique item from, relevant to this task, the decision is yours. If the assigned monster does not drop a unique relevant to your task, and you have the Slayer points required, you must skip it.
It also happens that your active task requires you to level up your Slayer. You will inevitably be assigned Slayer assignments that can give you unique items for other tasks. You do not have to skip those tasks.
You are also allowed to do Reaper assignments when your active task requires you to level up your Slayer, as on completion of a Reaper assignment, you earn Slayer experience. However, you can only kill bosses you've already unlocked the reaper portal for.
Some Slayer assignments can be completed by killing bosses, but this is only allowed if the uniques you have left from the boss have a drop-rate higher than 1/2500 (see rule 2).
Combat
During tasks requiring you to fight, you’ll be obtaining a lot of drops. You can pick those all up, and thus leave a clean environment. You are allowed to process some of those items right away, as these actions usually do not take time away while in combat. This includes alching, disassembling, burying/scattering.
You are allowed to alch or disassemble items as well as bury bones or scatter ashes, as long as doing so does not take time away from your active task. This means you can alch or disassemble items on the fly. Banking takes time away from your active task, so banking bones or ashes for later use on altars or the Ectofuntus is not allowed.
Invention
Preface: Contrary to most other skills, Invention is locked less to tasks due to the passiveness of its training methods. This does not, however, mean that you can make full use of it as soon as it has been unlocked. On your Dashboard, there is a section called unlocks, with a category named "Invention". If you expand that category you will see that after completing the first task for Invention, you're allowed to disassemble items at will. This does NOT, however, include augmented, leveled up items. Going down the list, you're slowly allowed to keep stock of divine energy (essential to utilizing Invention) in both your Charge pack and in the Generator in the Invention guild.
You can use augmented, perked up gear, weapons and tools as soon as you unlock Invention - no restrictions to their use, but you can't disassemble nor siphon them, unless your active task requires Invention experience.
When training your Invention level on an active task requiring Invention experience, you're allowed to research blueprints, level up augmented weapons and armour, and disassemble/siphon these. You're not allowed to do "Skillvention", the act of using augmented tools and D/A or Siphoning these, for your active Invention tasks. Furthermore, normal ruling applies to doing combat for Invention experience, meaning that you must avoid monsters with drops that complete other tasks, as well as awarding experience in non-combat stats. This rules out vyres, unfortunately, as they - alongside a healthy amount of Prayer experience which is OK - give Firemaking experience. Creatures such as Abyssal demons, however, are alright if you have already obtained their more common unique (the Abyssal whip).
Pay attention to your unlocks - towards the end of the Hard tier you're allowed to disassemble augmented items at will, and in the Elite tier you'll be allowed to siphon them, too.
Definitions
Active Task
The task showing on your dashboard, is your active task. Your goal is to complete this task within the limitations of Taskman mode.
Unlock
Unlocks are a way to remove the restrictions imposed by Taskman Mode to a specific piece of content. Below your active task on the Dashboard, you can find and expand the unlock-section. Clicking on the ID (four characters next to the unlock) shows you which task grants the unlock. Unlocks are tied to tasks. When you complete a task with an unlock attached, you have that unlock. An unlock can be anything from being allowed to use a D&D at your leisure, use a D&D as a training method for your active task, or a Quality of Life perk allowing you to prepare for the journey ahead. If a skilling method has an unlock, it is often because use of the method completes another task.
Consumables
Consumables are items that can be bought with a type of currency or obtained from a certain activity, have an unlimited/regenerating stock, but a limited amount of uses. An example could be the lucky charms one can buy and use in any of the Elite dungeons.
Time-Gates
Time-gated tasks are activities where IRL-time-passed limits your progress. Most tasks of this kind can be found in the Passive tier, but there are a few exceptions. Handling of these is covered under rule #4.
Raw and Processed Materials
Items useful for your task can be created under certain conditions. One such condition is having the required materials for the useful item banked. No matter if the materials are in a raw or processed state, they may be used to create the item (see rule #6). Gold ore is an example of a raw material, which can be processed into a gold bar making it a processed material.
Notes
In some cases, the wording of these rules may differ from the website for reasons of readability. The website's word is final if there is any material differences between the two.
History
- 25th January 2021
- Added section on Invention specific rulings.
- 1st January 2021
- Once again re-synchronised rules from the Taskman website.
- 16th November 2020
- Re-synchronised with rule changes from the Taskman site.
- 24th June 2020
- Rules page brought back into alignment with the Taskman site.